#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // http://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453); } vec3 voronoi( in vec2 x ) { vec2 n = floor(x); vec2 f = fract(x); // first pass: regular voronoi vec2 mg, mr; float md = 8.0; for (int j= -1; j <= 1; j++) { for (int i= -1; i <= 1; i++) { vec2 g = vec2(float(i),float(j)); vec2 o = random2( n + g ); o = 0.5 + 0.5*sin( u_time + 6.2831*o ); vec2 r = g + o - f; float d = dot(r,r); if( d0.00001 ) { md = min(md, dot( 0.5*(mr+r), normalize(r-mr) )); } } } return vec3(md, mr); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.); // Scale st *= 3.; vec3 c = voronoi(st); // isolines color = c.x*(0.5 + 0.5*sin(64.0*c.x))*vec3(1.0); // borders color = mix( vec3(1.0), color, smoothstep( 0.01, 0.02, c.x ) ); // feature points float dd = length( c.yz ); color += vec3(1.)*(1.0-smoothstep( 0.0, 0.04, dd)); gl_FragColor = vec4(color,1.0); }